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Turbo Dismount 2 News

Update #6

[h2]Hello Dismounters![/h2][p]
An often requested feature is now in, custom faces appear on NPCs, so fill your levels with friendly faces!
Two new levels are also in: Tropic Cruise and a remastered Hit the Fan.

[/p][h2]Levels[/h2]
  • [p]New level: Tropic Cruise!
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  • [p]New level: Hit the Fan (Classic)!
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[/p][h2]Workshop Level Editor Package[/h2]
  • [p]Tall trees now come with physics joints, so they tilt an wiggle upon impact
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  • [p]Janky Jets pick-up preview
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[/p][h2]Improvements[/h2]
  • [p]Custom faces appear at random on NPCs in the game
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  • [p]Highlighting UI elements with a mouse no longer conflicts with camera target cycling
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  • [p]Changing the quality level no longer causes visual background artifacts in the menu
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  • [p]High Steaks polished
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  • [p]Summit Sprint obstacle hotspot fixes
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Update #5

[h2]Hello Dismounters![/h2]

There are now over 50 Workshop Levels! That is absolutely awesome!
This update greatly expands on Workshop level features from music to forces to physics joints!
(Enjoy what physics joints can do in Axe to Grind...)

[h2]Levels[/h2]
  • New level: Axe to Grind!
  • New level: Thread the Needle!


[h2]Workshop Level Editor Package[/h2]
  • Support added for more joint types (Hinge, Spring, Configurable and Spline Joints), you can do amazing things in Workshop levels with these!
  • PawnApplyForce / PawnApplyTorque nodes can now be used on player ragdolls and vehicles. Yes, you can now affect ragdolls and player vehicles with forces in node logic!
  • Fixed PawnApplyForce local space mode
  • New node: SetMusic, level creators can choose what music plays and when
  • None music option added to Level Settings, select this when music is controlled by SetMusic node
  • SnappyBlock fixes (magnet snap radii, additional safety-checks)
  • Fixed support for custom PillarSpawners


[h2]Improvements[/h2]
  • Running the game on the Steam Deck now defaults to Handheld quality level
  • Camera mode and target persist between dismounts
  • Camera target outline flashes briefly when cycling targets
  • Game hang from a specific vehicle/camera combination fixed
  • Game controller rumble fixes
  • The Title Screen finally plays The Dismount Theme Song!
  • Constructive Feedback level start position fix
  • Crush Rush HUD fix
  • Increased durability of Cricket's, Ricky-Tick's, and LeDorean's engines


Update #4

Hello Dismounters!

Keep sending your feedback, Turbo Dismount 2 will only improve!
In this update, we focus on the game cameras and how the game communicates its controls. Our goal is to make the game easily accessible to new players, and existing players may also note a few features that have not been well communicated.

Level creators need to be aware of the road spline improvement in this update!

  • New camera logic: TAB and controller SHOULDER BUMPERS cycle the active camera target. "Natural 1st person" setting is removed, and now all vehicles have a dedicated Dashcam view, and each passenger has their own views. You can drive the vehicle from any passenger's viewpoint!
  • New level: Pendulum Passage!
  • New on-screen control help (can be disabled in Settings)
  • New loading screen tips and messages
  • Option to disable the slomo waltz
  • Camera shake improvements
  • UI fixes
  • Workshop: Level Editor Package: New modular power-up logic group and example, new spline-animated NPCs for scene backgrounds, ramp tile collider fix
  • Workshop: Level Editor Package: Road generation improved. NOTE!!! Existing Workshop levels will need re-routing road segments when updated! Apologies for the inconvenience!
  • New High Score -sound effect tuned
  • Smooth Cruiser character pose fixes
  • Score counter legibility improved

Update #3

Our journey through Early Access continues!

All feedback is welcome, and below is a list of things addressed and improved in this update.
This update focuses on logic nodes for Workshop levels, with new examples and level templates.

  • New vehicle: Smooth Cruiser
  • Maximus durability improved
  • Workshop: Level Editor Package updated with new template levels and logic examples
  • Workshop: New Logic Prefabs listing button on SX Toolbox
  • Workshop: Road splines improved, may affect existing Workshop levels when updated
  • Workshop: Level export validation improved
  • Workshop: New settings in SX Toolbox
  • Red flash effect for character impacts
  • Par One level tuning

Update #2

Thank you for an awesome first week of Early Access!
We read all feedback, and below is a list of things addressed and improved in this update.
The number of levels on Workshop is amazing, and we want to improve the level tools so that even more versatile gameplay can be created.

  • New level: Slam Dunk
  • Workshop: Level Editor Package updated with new template levels and examples
  • Workshop access from the game tab improved
  • Vehicles reversing at Dismount start fixes
  • Big Air Compo distance measurement fix
  • Ring of Fire now with some springiness
  • Fast and Curious level time limit increased
  • Natural First Person Camera enabled by default
  • Boss Throne improvements: rocking, swiveling, handbrake
  • User music support for unexpectedly large music libraries
  • Unintentional debug visuals disabled
  • HUD message overlapping fix
  • Fan blades follow obstacle orientation
  • Fixed player default route banking on a few levels
  • Boost VFX glitch fixed